carpg
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Modability
Load everything for files
- rewrite old data loading to use ContentLoader
- music
- required
- base locations
- building script -> location script (spawning objects, items on shelves etc)
- musics per location here
- backgrounds for loading here
- perks
- quests
- traders max gold
- items spawn in front of shop
- traps
- blood types, textures
- spawned units in city (citizens, villagers, guards etc)
- arena_pos (currently this location is hardcoded on unit)
- requirements for building (currently inn/hall/arena is required)
- make arena optional - not in every city, some can be in villages (you don't know if location have arena until you visit it, now it will require generating all buildings at start)
- allow mutiple same buildings, need fix Game::GetMapPosition (no connection between CityBuilding & InsideBuilding)
- hair colors
- encounter
- classes (remove GetRandom, GetRandomEvil)
- actions
- particles in objects, not hardcoded water_effect, blood_effect
- validate objects metadata (required objects, units)
Remove hardcoded things
- potion names
- remove hardcoded ai to use read papers animation on chair, eat food on stool
- remove hardcoded bench variants in base usable
- random encounters
- forest/moonwell hunters spawn is fixed
- world generation & st i tightly connected with current location/unit groups st
- mayor/soltys
- hardcoded spawned heroes level/count
Ideas
- mesh editor/viewer (allow to join submeshes).
- override folder
- mods
- plugins
- precompiled binary content/resources
- paks with data/assets